Rev 7: sight passes only through the aisle warps

The cards settle what the morning's feature got wrong. DIMENSIONAL
WARP: "There is no L.O.S. through the warp." The AUTO WARP: "for all
purposes, treat the connected board edges as though they are
adjacent" — an explicit grant, for edges that physically meet at a
corner. The lettered wraparounds get no grant at all: their rule is
about walking. So the pattern is that warps carry movement, not
sight, unless the text says otherwise — and only the aisle corners
say otherwise.

Warps now carry an aisle flag (the 3-player AUTO WARP and the
5-player corner arcs); hasWarpLineOfSight honors only those, with
the adjacency geometry — diagonals through the corner mouth —
unchanged from this morning where it rightfully applies. Games begun
before rev 7 keep the wider sight their logged commands were
validated against, via a legacy flag boardView stamps from the
game's rules revision. Tests pin all three states: lettered mouths
see nothing, aisle mouths see the corner fan, legacy games see
everything they used to.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Eric Wagoner
2026-08-16 15:25:00 -04:00
co-authored by Claude Fable 5
parent 8af8962330
commit 493f3bc567
7 changed files with 131 additions and 60 deletions
+15 -4
View File
@@ -27,6 +27,13 @@ export interface Warp {
from: { cell: Cell; side: Side };
/** ...you arrive at this cell (entering through `side`). */
to: { cell: Cell; side: Side };
/**
* An aisle (AUTO) warp joins two edges that physically meet at a corner:
* "for all purposes, treat the connected board edges as though they are
* adjacent" — including line of sight. The lettered wraparounds carry
* movement only; no rule grants sight across the map.
*/
aisle?: boolean;
}
export interface AssembledBoard {
@@ -38,6 +45,8 @@ export interface AssembledBoard {
/** Cells that are part of the map (all cells inside placed sectors). */
cells: Record<string, true>;
warps: Warp[];
/** Pre-rev-7 games saw through every warp; their replays keep that sight. */
sightThroughAllWarps?: boolean;
/** Per player-sector info, in placement order. */
homes: Cell[];
treasureSpaces: Cell[][];
@@ -119,7 +128,7 @@ export interface AssemblyOptions {
* openings pair straight across the map — correct for the 4p square; the
* standard 2p column crosses its side openings and must pass pairs.
*/
warpPairs?: [OpeningRef, OpeningRef][];
warpPairs?: ([OpeningRef, OpeningRef] | [OpeningRef, OpeningRef, "aisle"])[];
}
/**
@@ -204,11 +213,12 @@ export function assembleBoard(
};
if (options.warpPairs) {
for (const [a, b] of options.warpPairs) {
for (const [a, b, kind] of options.warpPairs) {
const ca = openingCell(a.sector, a.side);
const cb = openingCell(b.sector, b.side);
warps.push({ from: { cell: ca, side: a.side }, to: { cell: cb, side: b.side } });
warps.push({ from: { cell: cb, side: b.side }, to: { cell: ca, side: a.side } });
const aisle = kind === "aisle" ? { aisle: true as const } : {};
warps.push({ from: { cell: ca, side: a.side }, to: { cell: cb, side: b.side }, ...aisle });
warps.push({ from: { cell: cb, side: b.side }, to: { cell: ca, side: a.side }, ...aisle });
}
} else {
for (let i = 0; i < placements.length; i++) {
@@ -363,6 +373,7 @@ export function hasWarpLineOfSight(
};
const EPS = 1e-9;
for (const w of board.warps) {
if (!w.aisle && !board.sightThroughAllWarps) continue;
const mouthA = w.from.cell;
const sideA = w.from.side;
const mouthB = w.to.cell;